trying to set up initial testing enviroment for network.
Server skeleton pretty much finished. Encountered unknown compilation error, will resolve later today.
It seems to be working now, kindof...
got a basic test enviroment working, now trying to setup the
real thing. Still not working...
Fixed errors, message transfer should now work.
Item name and id loading and saving prototype working
Items now save and load. Updated member types for serialization
Began serialization for Skill, Character and Inventory
working on alternative solution to mass-multithreading
Rethought network system, now reworking
Added overweight checking in inventory and new test code in main
Halfway through, before merge with logictree
Merged logictree into saveload
pushing for change of workstation.
Cleaned up header includes, continued serializing all the data. Now saves indexes instead of pointers and reconstructs the pointers on loading
testing experimental alpha-version.
test#2 of alpha version, wich works on localHost.
Trying to merge, again
Now saves and loads passive items, passive skills and characters
Network now working, need to implement together with actual game architecture to see how well. Known issue: when requests or messages arrive in the hundreds within 25 milliseconds to eachother, there might be some data overload in the clientsocket-buffer.